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FIGHT NIGHT ROUND 2 (XBOX)
FAQ/Strategy Guide (Version 1.1; May 20th 05)
Written by TestaALT
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Table of Contents:
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1. What's New?
2. Introduction
3. Controls
4. Basics
5. Offense Strategies
6. Defense Strategies
7. Career Mode
8. Create a Player
9. Training Blues
10. Boxers
11. Appendices
12. Frequently Asked Questions
13. Credits
14. Legal Disclaimer
15. Contact Info
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1. What's New?
=============================================================================
Version 1.1 (05/20/05): - Added list of Boxers with their ratings.
Version 1.0 (05/19/05): - Original version of document.
=============================================================================
2. Introduction
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Did you watch the last task on The Apprentice, too? If so, then you
probably went right out and bought Fight Night Round 2, like me. FNR2 is
perhaps the best boxing game since the NES days. The fluid motion of the
punches with the Right Joystick is absolutely crazy. It's literally like
we're the boxer in the ring. The Career options, famous boxers, and Create
a Player options make this game truly wonderful. However, this game is
short-lived in the end. Ephemeral is the word I'm looking for. Although
it's pretty tough to master, once you do it's over. Just like this. ;)
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3. Controls
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Left Joystick: Movement
A: Signature Punch
B: Illegal Punch
X: Taunt
Y: Clinch
Left Trigger: Lean
Right Trigger: Block
Right Joystick Northwest: Right Jab
Right Joystick Northeast: Left Jab
Right Joystick East and Counterclockwise: Right Hook
Right Joystick Left and Clockwise: Left Hook
Right Joystick Southeast and Counterclockwise: Right Uppercut
Right Joystick Southwest and Clockwise: Left Uppercut
Wind Back Hooks/Uppercuts: Haymaker
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4. Basics
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Punches
-------
It wouldn't be a Boxing game without punching. Don't worry - you don't have
to remember any combination of buttons, just what type of punch is the best
in what type of situation. The Right Analog Stick controls your punching
pretty fluently, so you can really bash into an opponent if you desire. :D
Jabs
----
Jabs are short, straight punches - they strike quickly and efficiently.
Jabs don't leave much room open for the opponent to wail on you, which
is definitely a plus. However, they don't pack a strong punch. Mainly,
jabs are either used in succession three or four times to get off a
small combo, or executed to start a more deadly combo. If the opponent
is trying to block your jab in one area, it leaves them open to more
brutal attacks in other areas.
Hooks
-----
Although slower than Jabs, Hooks are designed with a little more damage
in mind. They're your main arsenal for quickly beating up on an
opponents face, and are especially deadly in combination with uppercuts.
Hooks are your basic side punches to the face - you're hand goes down
and hooks over to one side of the opponent's face. Also, Hooks are
wonderful if you're targetting a certain side of an opponent's face.
Mixing up hooks is essential, considering its simple to put your guard
up.
Uppercuts
---------
These bad boys definitely leave a mark. Uppercuts start low and cut up
to an opponent's chin (obviously). Use them fluently with Hooks and Jabs
to mix it up. Open with uppercuts if the opponent doesn't have his guard
up, and when you need to mix things up. Otherwise, I would use Uppercuts
with Hooks - in the middle of a combo. Don't perform Uppercuts too
often, as they leave you open for punches and blocks if the opponent
sees you executing them like crazy.
Haymakers
---------
There are two types of Haymakers you can perform: Hooks or Uppercuts. Sound
familiar? It's basically the same deal as the regular punches, but you wind
up your punches before you throw them. The tradeoff for the slowness is
that they pack quiet a punch (heh). Even if the opponent blocks a Haymaker,
it will still do a little damage to them. Use Haymakers in situations where
you have the time to execute them. That might possible be when the opponent
is fatigued, parried - just open for a big, slow attack. Don't abuse
Haymakers because they take a away a ton of energy.
Defenses
--------
This is definitely overlooked in the beginning portion of the game - you're
great offense supplements a poor defense. If you always have your opponent
on the ropes, swinging right and left viciously, he might need defenses,
but you certainly don't. That changes rather quickly as the game progresses
because the AI turns aggressive.
Leans
-----
Leans are a cool way to dodge your opponents attacks. You have complete
control over where you are leaning, and can lean in different directions
rather quickly. So, you can lean your way out of most of the punches in the
game. They are absolutely a lifesaver when one is on the ropes or about to
be punched by a huge haymaker. You can also duck with the lean controls and
get a few gut punches in, effectively countering most of the opponents
upper misses. One can't move around the ring and lean at the same time.
Blocking
--------
Keep your guard up! Blocking either renders punches ineffective or
mitigates the damage taken severely. It isn't like your arms can protect
your entire body, though. You'll have to move your arms to where the
opponent is trying to hit you for blocking to work. Might seem hard at
first, but it is fairly easy to learn. You *can* move and block at the same
time, so use the technique as a shield if you want to get away.
Parry
-----
Parrying is very effective when you're facing stronger, more aggressive
opponents. Basically, you block the attack and also get the opponent open
for a counterattack. Parrying is like a stun, but instead of you
controlling the stun, the stun is determined by the power of the punch.
Learning to Parry is learning to win. Again, you can only Parry one side of
your body, so you have to be good at knowing where punches are going to be
hit.
Counterattack
-------------
Counterattacking is, well, countering an opponents move after you've
blocked/parried their attack. It's a great way to get hits while you're on
the defensive front. The opponent is "open" after you've blocked their
attack, giving you just enough time for a counterattack. Usually, though,
you can only get one hit in because they're already moving back when you
throw the first punch.
Clinches
--------
A neat, new feature is the ability to clinch your opponent. It's the best
way to get life back in a KO moment. Instead of having to block your way
back to health, you can instead clinch your opponent and get some health
back to fight. It can also be used as a time waster - use it when you're
getting beat on badly. Clinches can be pushed away, so be sure to put some
sort of thought into it when you throw them.
KO Moment
---------
When one boxer's health expires, they're in a KO moment. That is, if they
get smacked around a little here, they'll find themselves kissing the mat.
Mainly, you'll either want to hit very hard as the aggressor and
block/clinch as the person who's out of health. Remember that you can
clinch your way out of a KO moment and regain a small amount of health, so
it is definitely not a sure deal when you get to this point. KO moments
last a just little while, so you can dodge opponents out of a KO moment.
Ring Movement
-------------
Boxers move in decently fast, but you can't rely in sidestepping/retreating
to end an opponent's flurry; boxers move slow enough backwards that this
type of strategy is almost impossible unless you have a head start. You're
always facing your opponent, also.
The Ropes
---------
Around the ring are ropes to fence you in. Use them to your advantage. If
you're pounding on someone in the corner, they won't have an escape route
and will have to maneuver their way out. You should always try to be
backing your opponent into the ropes.
Cutman
------
Obviously, your boxer is going to get banged up in the fight. If you're too
bloodly or bruised up, a referee can even stop the fight! However, the
boxer's loyal cutman is always on his side of the ring, making sure he
doesn't look too aweful. You control the cutman, and you can either reduce
swelling or cuts. The numbers are from one to one thousand in four areas of
the face.
Penalties
---------
Amazingly, this game has the Illegal Punch option. I didn't even list it
because it doesn't have any really good uses besides a great way to lose
points. The first time you Illegally Punch you simply get a warning. After
that, though, you lose point after point until you are finally
disqualified. Don't do Illegal stuff, kids, unless you want to lose a
fight.
Stoppages
---------
There are two ways a game can be stopped by the referee: the three-
knockdown rule or injury rule. For the former, the 3-KO rule has to be ON
in the options screen. If someone gets knocked out three times in a single
round, with the rules in effect the fight will be over and the aggressor
will be rewarded a TKO. Great when you beatdown on people, but pretty lame
in the upper brackets. The stoppage rule is similar, but it has to do with
how much injury a player has. If a boxer getting absolutely impounded in,
the referee will stop the fight and award a TKO to the crusher.
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5. Offense Strategies
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Mix Things Up
-------------
Don't ever stick to a certain punch and especially in a certain area - the
opponent will get used to it after a few hits, parry, and make you pay. Try
to also mix up the type of punches and the area in which you hit them. If
you spend the whole fight knocking the opponents head, he'll soon realise
this and put his block up. A good repetoire of punches makes it more
difficult for the opponent to figure out how to block, so try doing all the
punches in your combos.
Keep Your Guard Up
------------------
Even while on the offense, always keep your guard up in some way. Whether
it is putting your block up, or staying in a lean position, you should
always go back to some sort of defense directly after your barrage. If you
don't, the opponent will do the exact same thing you did to them. It would
be two people bashing each other in if nobody sidestepped the attacks in
some way.
Use The Ropes
-------------
Probably one of the most useful strategies in the earlier part of the game
is to not only pummel the target with punches, but also lead them into the
ropes, afterwards a corner, so they don't have any place to run. If you do
this, you'll have a lot less misses because the opponent won't have the
option of running away. The Ropes are somewhat risky, though, because the
opponent might be smart enough to get out of it and box you in.
Open Them Up
------------
In the beginning of the fight the opponent will have his guard up, and it's
your job to open him up. To do this, try to take a step back, dodge/block
doggedly, and wait for your opponent to make a mistake. When they catch
air, take advantage of him with a small combo.
Follow Through
--------------
Don't just jab them once, jab them a few times, along with a couple
uppercuts, too. If they're allowing you to hit them, follow through and
bang them a few more times. Of course, use different punches in different
locations, or you'll find a block/parry will stop you.
Jabs
----
Use them in a staredown to possibly open them up or at least get a few
punches in. You can Jab consecutively pretty fast. Jabs aren't big punches,
so don't use them as your main offense. You *might* want to throw a Jab in
the middle of a combo to mix things up, but you should leave the damage to
the hooks and uppercuts.
Hooks
-----
See the opponents guard down? Hook'em up! Seriously, Hooks are the bread
and butter of your arsenal. They should be in the middle of your combos,
after you either open the opponent up, or they make a mistake.
Uppercuts
---------
Uppercuts make things interesting; instead of hooking/jabbing away, you
have that third option to pummel the opponent in. They rise up and inflict
damage on the chin, so you have a chance to really open up the opponent
with uppercuts. I wouldn't go crazy with Uppercuts, though, as the AI
recognises them and backs away.
Haymakers
---------
Little punches are good and fun, but Haymakers really lower the opponents
health. They take a long time to wind up, but in the end, if you connect,
it will be worth it. But that's just the problem - the opponent is smart
enough to back away if they see a Haymaker wind up. So, you should only use
them when the opponent is fatigued, stunned, or otherwise stupified by your
blows. If you go Haymaker crazy and end up catching air, it will lower your
fatigue, so don't abuse Haymakers.
KO Moment
---------
The opponent will definitely be blocking in a KO moment, if they're worth
anything at all. So, it's pretty hard to hit them if they have their block
up and are backing away from you. Try to lure them into a corner while
accurately throwing punches. Mix things up and hope they penetrate his
defense. If they don't, back them into the ropes/corners and get a couple
hits in on them. That should be enough to take them down.
In addition, Jabbing is actually useful because they're so fast and break
blocks. I've actually knocked people out with Jabs, of all things! Oh, and
be sure to punch the foe as they're falling to the ground. It will make it
that much harder for them to get up.
Shell Up
--------
One of the best ways to attack is to wait for the opponent to make a
mistake. With that in mind, hold the Lean button and duck. Dodge the foe
and wait for him to take a punch in the air while you're ducking. When this
happens, punch him in the gut a few times with some hooks and uppercuts,
maybe even a jab or two. While he's busy in the air, you can get a good
two-three punches on him in the gut. This, in turn, leads to damage and
worse fatigue.
Parry-Punch
-----------
Just as the header states - parry and punch them afterwards. It's tough to
master, but parrying is your bread and butter for tougher opponents.
Combos
------
Just a small reiteration of all the above points. Open them up and pound
them with a few heavy duty hooks and uppercuts - maybe even a Haymaker if
they're really open. The key to offense is small three or four punch
combos. Nickle and diming WILL get you somewhere, but nothing gets a match
done quicker if you know how to execut combos effectively.
Punch'n'Run
-----------
Simple: jab at the enemy, run back, and repeat. You'll control the tempo of
the fight if you do this. It potentially leads to your opponent becoming
open in some way. I used this mainly for higher ranking fights that I
otherwise could not win.
Friend = Parry
--------------
Parrying is the make it or break it skill for higher ranked fights. The
opponent is so aggressive, they just won't get off you unless you stun them
a little bit. Learn to master the Parry and you will master the game.
Parrying is awesome because it opens the opponent up every time.
Signature Punches
-----------------
Huge wind ups and a big chance of missing if the opponent can walk. Great
if they're on the ropes or the opponent gets careless and misses up high.
Signature punches really open them for a couple punches, but really blow
energy. Definitely only use them in certain situations, and never open up
with them if the opponent isn't occupied with a stun or punch.
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6. Defense Strategies
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Parry
-----
What better way to get out of a beatdown rather than stun the opponent? If
you know where the opponent throws a punch, you can Parry them and get out
of a combo. Parrying also starts up the offense.
Blocking
--------
Blocking is great because you can move away while blocking. Though it
sometimes doesn't mitigate all the damage, it severely absorbs it. There's
no better getaway than with a shield, and Blocking really gives you a
shield. Very useful in KO moments, as well.
Leaning
-------
Leaning can be VERY effectively because the opponent doesn't hit you at
all, wastes judge points, and opens up for counterattacks. I like to roll
the thumbstick when leaning, or stay in the duck position. Move as the
punches come, of course. Leaning is definitely not a sure thing, so put
your block up while Leaning.
Clinching
---------
Getting bloody, and need to waste time? Clinching will do just that,
grabbing your opponent for a few seconds. Use it when you need to waste
time or break tempo. The Clinches main focus, though, is to recover from KO
moments. If you Clinch your opponent while in a KO moment, you recover some
health and are not in a hectic situation.
Cutman
------
Cuts take precedence over Swells. Focus on the area most hurt, overall. If
you have too much to do, try to spend a little while with each area to
effectively patch up your boxer. Follow the highlighted spot with your
Right Thumbstick - it's very simple but requires you to not be asleep at
the wheel. You only get thirty seconds, so work efficiently and quickly.
Stay Away From Ropes
--------------------
If you're on E and want to waste time, don't run into a corner, please.
Instead, try to circle around the opponent while Blocking or Leaning. If a
foe get you on the ropes, it will substantially increase their chance to
hit you, or knock you out.
Learn Opposition's Tendencies
-----------------------------
If the opponent always throws high, block high. If they're more of a
speedy, jab type of person, try blocking. If they're one punch hitters,
leaning is your friend. What makes FNR2 so interesting is that you can
effectively counter everything. If you're on your defensive game, you'll be
ni-hi unhittable.
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7. Career Mode
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Without Career Mode, FNR2 would be an arcade game. In Career Mode, you can
either play the career of a famous boxer, or box with a created boxer. In
both situations, you start out in the Amateur League.
Amateur League
--------------
Ever seen that movie, Million Dollar Baby? Well, the Amateur part of the
game is similar to the first fights the heroine has. Haven't? Well, she
pulverizes the living daylights out of everyone in the first fights! It's
like one or two punches and... BAM, they're down!
The Amateur League is just like this. You can swing your way passed every
single round because the opponent doesn't know how to block. It's great if
you're learning how to throw punches and such, because you don't really
have to worry about the foe fighting back. You can EASILY win every round
by hammering away.
For the first five fights, you'll have training programs before the fights.
These teach you how to execute all the moves in the game. Really learn how
to do everything, don't just mash away and hope for the best. You'll need
to know all of the game's mechanics later in the game.
It's recommended that you stay at least for the first five fights, so you
can get all the training programs in. After that, it's another four fights
until you can contend for the Amateur Belt (Nine Wins). You can only get
this once, so I suggest you stick around and get it. Your opponent in that
match is a good warmup to Pros, but you can still swing away and win.
The Professionals
-----------------
Whoa... ten thousand! And we get a ranking, how cool is that? The opponents
in the Professionals are much more difficult than the Amateurs, but if you
use my strategies you should turn out all right. For the 50-20 ranking
fights, you can fight people a good 4-5 ranks above you. Remember to get
the lowest weeks to fight, also, as old age will kill you in the end. ^_^
For ranks 50-40, take people on a good 4-5 ranks ahead of you. Be smart,
and open opponents up. You can use a Cheap Lean strategy, too. Duck, dodge
the opponents frenzy, and wait for them to throw an air punch. Bash away at
their stomache after this, you should get a few good hits in. When they're
low on health you can get aggressive and miss a little, while backing them
in a corner. Repeat for sure wins.
Ranks 40-20 are relatively difficult because you'll need _skill_ to defeat
opponents. Use the block function with the punch function, remember! Save
energy, open them up, and pound away. Cheap strategies won't work here, but
you should still be able to take opponents a good 2-3 ranks above (or
below) you.
From 20-1, it's all about Parrying. Opponents are super aggressive,
tougher, faster, and more powerful than you, so you have to play the
chicken little Parry strategy. Parry an attack to open them up, throw a
couple punches in, and repeat. Take on people around your rank unless
you're crazy.
The Belts
---------
You get most of the belts by doing something in particular during a fight.
> Precision Punch Award: Accuracy over 70% in a winning fight.
> Dominating Defense Award: If opponent's punches % is below 40% in a
winning fight.
> Haymaker Trophy: 50 Haymakers landed in a fight or 500 Haymakers landed
in a career.
> Iron Man Fitness Award: All Ratings to 100%.
> "Ko King" Trophy: Win 10 fights in a row by KO to earn.
> Lifetime Achievement Award: If, after 20 years, you've won 75% of your
fights.
> Everlast Pound for Pound Belt: Unify belts in 3 weight classes to earn.
> Unified Class Belt: Unify two of the belts to earn.
> Amatuer Belt: Win Amateur title fight.
> All Professional Weightclass Belts: Win in title fight for weightclass.
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8. Create a Player
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Nothing in Create a Player makes a difference until you get to Ratings.
Here, you'll want to specialize in what you think you'll focus on mostly
during fights. Here are the attributes:
Power: How hard the Boxer can punch.
Speed: The Speed at which a boxer can throw a punch.
Agility: How fast the boxer can move around the ring.
Stamina: Controls how fast energy is gained and lost.
Chin: How well a Boer takes a punch to the head.
Body: How well a Boer takes a punch to the Body.
Heart: Speed of regaining health and KO get-ups.
Cuts: Ability to resist cuts, swells, and bruises.
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9. Training Blues
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Combo Dummy
-----------
Increases Speed, Agility, Chin, and Heart.
Follow the combinations displayed on the combo dummy by hitting the
lighted areas in the correct order. Pull and hold the left trigger to
throw punches to the combo dummy's body.
Heavy Bag
---------
Increases Power, Speed, Stamina, Chin, Body, Heart, and Cuts.
Balance throwing combos and resting score points. Comboing with low
energy scores less points. You can only score by comboing on the lighted
area. Rest when bad is not lit.
Weight Lifting
--------------
Increases Power, Stamina, Body, and Cuts.
Move the left or right thumbstick up to raise the blue bar to the red
target zone. Releasing the thumbstick lowers the blue bar. Timing and
smooth motion are key to effectively completing reps.
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10. Boxers
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Featherweight Boxers
--------------------
Marco A. Barrera
Power: 1.5
Speed: 3
Agility: 3
Stamina: 3.5
Chin: 2
Body: 2
Heart: 3
Cuts: 3
Diego Corrales
Power: 1.5
Speed: 3
Agility: 3
Stamina: 3
Chin: 2.5
Body: 3
Heart: 4
Cuts: 2
Derrick Gainer
Power: 1
Speed: 4
Agility: 4
Stamina: 3.5
Chin: 3
Body: 1.5
Heart: 3
Cuts: 3.5
Kevin Kelley
Power: 1.5
Speed: 3.5
Agility: 3.5
Stamina: 3.5
Chin: 2
Body: 2.5
Heart: 4
Cuts: 2
Juan Manuel Marquez
Power: 1.5
Speed: 3
Agility: 3
Stamina: 3
Chin: 2.5
Body: 3
Heart: 4
Cuts: 4
Rafael Marquez
Power: 1
Speed: 3.5
Agility: 3.5
Stamina: 3.5
Chin: 3
Body: 2.5
Heart: 4
Cuts: 3
Erik Morales
Power: 2
Speed: 3.5
Agility: 3
Stamina: 3.5
Chin: 4
Body: 3
Heart: 4
Cuts: 3
Manny Pacquiao
Power: 2
Speed: 3
Agility: 3
Stamina: 3.5
Chin: 2
Body: 4
Heart: 4
Cuts: 3
Lightweight Boxers
------------------
Mike Anchondo
Power: 1.5
Speed: 4
Agility: 4
Stamina: 4
Chin: 3.5
Body: 3
Heart: 3.5
Cuts: 3
Diego Corrales
Power: 2
Speed: 3.5
Agility: 3.5
Stamina: 3.5
Chin: 3
Body: 3
Heart: 5
Cuts: 2
Roberto Duran
Power: 2.5
Speed: 3
Agility: 3
Stamina: 3
Chin: 2.5
Body: 3.5
Heart: 3.5
Cuts: 3.5
Arturo Gatti
Power: 2
Speed: 3.5
Agility: 3.5
Stamina: 3.5
Chin: 2.5
Body: 3
Heart: 4
Cuts: 2
Juan Lazcano
Power: 2
Speed: 3
Agility: 3
Stamina: 3
Chin: 3
Body: 2.5
Heart: 3.5
Cuts: 3
Jesse James Leija
Power: 2
Speed: 3.5
Agility: 3.5
Stamina: 3.5
Chin: 3
Body: 2.5
Heart: 4
Cuts: 3
Floyd Mayweather
Power: 2
Speed: 4
Agility: 4
Stamina: 4
Chin: 3.5
Body: 2.5
Heart: 3
Cuts: 2.5
Shane Mosley
Power: 1.5
Speed: 4
Agility: 4
Stamina: 3.5
Chin: 3
Body: 2
Heart: 2.5
Cuts: 2.5
Welterweight Boxers
-------------------
Miguel Cotto
Power: 3
Speed: 3
Agility: 3
Stamina: 2.5
Chin: 2
Body: 3.5
Heart: 4
Cuts: 4
Roberto Duran
Power: 3
Speed: 3
Agility: 3
Stamina: 3
Chin: 3
Body: 3.5
Heart: 3
Cuts: 3
Arturo Gatti
Power: 2.5
Speed: 3
Agility: 3
Stamina: 3
Chin: 2.5
Body: 2.5
Heart: 4
Cuts: 2.5
Ricky Hatton
Power: 2.5
Speed: 3
Agility: 3
Stamina: 3.5
Chin: 3.5
Body: 2.5
Heart: 3
Cuts: 2.5
Ray Leonard
Power: 2.5
Speed: 3.5
Agility: 3.5
Stamina: 3.5
Chin: 3.5
Body: 2
Heart: 3.5
Cuts: 3
Ricardo Mayorga
Power: 2.5
Speed: 2.5
Agility: 2.5
Stamina: 2.5
Chin: 2.5
Body: 3.5
Heart: 4
Cuts: 3
Shane Mosley
Power: 1.5
Speed: 3.5
Agility: 3.5
Stamina: 3.5
Chin: 3.5
Body: 2
Heart: 3
Cuts: 3
Ray Robinson
Power: 2.5
Speed: 3
Agility: 3
Stamina: 3
Chin: 3
Body: 1.5
Heart: 3
Cuts: 2
Micky Ward
Power: 2.5
Speed: 3
Agility: 3
Stamina: 3
Chin: 3
Body: 2.5
Heart: 4
Cuts: 2.5
Middleweight Boxers
-------------------
Bernard Hopkins
Power: 3
Speed: 2.5
Agility: 2.5
Stamina: 3
Chin: 3
Body: 4
Heart: 4
Cuts: 4
Jake Lamotta
Power: 3
Speed: 2.5
Agility: 2.5
Stamina: 3
Chin: 3.5
Body: 3
Heart: 3.5
Cuts: 2
Ray Leonard
Power: 2.5
Speed: 3
Agility:3
Stamina: 3
Chin: 3.5
Body: 3
Heart: 4
Cuts: 3.5
Ray Robinson
Power: 3
Speed: 3
Agility: 3
Stamina: 3
Chin: 3
Body: 3.5
Heart: 3
Cuts: 2.5
Jermain Taylor
Power: 3
Speed: 2.5
Agility: 2.5
Stamina: 3
Chin: 3.5
Body: 3.5
Heart: 3.5
Cuts: 4
Ronald Wright
Power: 2.5
Speed: 3
Agility: 3
Stamina: 3
Chin: 3.5
Body: 2.5
Heart: 3
Cuts: 3
Light Heavy Boxers
------------------
Evander Holyfield
Power: 4
Speed: 2
Agility: 2.5
Stamina: 3
Chin: 3
Body: 3.5
Heart: 3.5
Cuts: 3
Roy Jones Jr
Power: 3.5
Speed: 3
Agility: 3
Stamina: 2.5
Chin: 3
Body: 3.5
Heart: 3
Cuts: 4
Jeff Lacy
Power: 4
Speed: 2
Agility: 2
Stamina: 3
Chin: 3
Body: 4
Heart: 3
Cuts: 4
Antonio Tarver
Power: 3
Speed: 3
Agility: 3
Stamina: 3
Chin: 4
Body: 3
Heart: 3
Cuts: 3
James Toney
Power: 3.5
Speed: 3
Agility: 3
Stamina: 3
Chin: 4
Body: 3
Heart: 3.5
Cuts: 3.5
Heavyweight Boxers
------------------
Muhammad Ali
Power: 4
Speed: 3
Agility: 3
Stamina: 2.5
Chin: 3
Body: 3
Heart: 3.5
Cuts: 3
Chriss Byrd
Power: 4
Speed: 3
Agility: 3
Stamina: 3
Chin: 4
Body: 3
Heart: 3
Cuts: 3.5
Joe Frazier
Power: 4
Speed: 2
Agility: 2
Stamina: 2
Chin: 3
Body: 4
Heart: 4
Cuts: 4
Evander Holyfield
Power: 3.5
Speed: 2
Agility: 2
Stamina: 3
Chin: 3.5
Body: 3.5
Heart: 3.5
Cuts: 3.5
Roy Jones Jr
Power: 3
Speed: 2.5
Agility: 2.5
Stamina: 2.5
Chin: 3
Body: 3.5
Heart: 2.5
Cuts: 4
Sonny Liston
Power: 3.5
Speed: 2.5
Agility: 2.5
Stamina: 2.5
Chin: 3
Body: 3.5
Heart: 3.5
Cuts: 3.5
Rocky Marciano
Power: 4
Speed: 2
Agility: 2
Stamina: 2
Chin: 4
Body: 3.5
Heart: 3
Cuts: 3
Ken Norton
Power: 3.5
Speed: 2.5
Agility: 2.5
Stamina: 2.5
Chin: 3.5
Body: 3.5
Heart: 3.5
Cuts: 3.5
James Toney
Power: 3.5
Speed: 2.5
Agility: 2.5
Stamina: 2.5
Chin: 4
Body: 3
Heart: 3
Cuts: 4
=============================================================================
11. Appendices
=============================================================================
Rings
-----
Unlock these rings by fighting there:
1. Staples Center
2. Boma Stadium
3. 65 Lower Flushing
4. County Fairgrounds
5. The Viceroy
6. Collina Del Mar
7. The Elevese
8. Hisako Ballroom
9. Atlantic City
Basic Trunks
------------
Solid I-VII (No Ratings Boost)
Warthog I-III (No Ratings Boost)
Howitzer I-III (No Ratings Boost)
Broadsword I-III (No Ratings Boost)
Hornet I-III (Cuts +1)
Full Auto I-III (Cuts +1)
Mustang I-III (Cuts +1)
Double Edged I-III (Cuts +1)
Drawers I-III (Cuts +1)
Tiger I-II (Cuts +1)
Fancy Corner I-III (Cuts +1)
Get Lost I-III (Cuts +1)
Powers of 3 (Cuts +1)
Powers of 33 (Cuts +1)
Powers of 333 (Cuts +1)
Dingos I-II (Cuts +1)
Argyle Love I-II (Cuts +1)
Hey Cowboy I-III (Cuts +1)
All Stars I-III (Cuts +1)
The Hurrican I-III (Cuts +1)
Custom Trunks
-------------
Twisted I-III (Cuts +3)
Ghostly I-II (Cuts +3)
Full Throttle (Cuts +3)
Hawaiin Fun (Cuts +3)
Flame Job I-III (Cuts +3)
Captain Camo I-III (Cuts +3)
Big Money (Cuts +3)
Stars N Stripes (Cuts +3)
Aloha I-III (Cuts +3)
The Cheetah I-II (Cuts +3)
Holyman I-II (Cuts +3)
The Panther (Cuts +3)
The Vandal (Cuts +3)
Memphis Bell I-III (Cuts +3)
Assassin (Cuts +3)
The Axe (Cuts +3)
Samurai (Cuts +3)
The Patriot (Cuts +3)
Harps (Cuts +3)
Spitfire I-III (Cuts +5)
Atomic Smash I-III (Cuts +5)
Golden Eagle (Cuts +5)
Pucker Up (Cuts +5)
Headhunter I-III (Cuts +5)
King's Crown (Cuts +5)
The Dragon I-II (Cuts +5)
Kid Lightning I-III (Cuts +5)
Leone I-II (Cuts +5)
Pollo Diablo I-III (Cuts +5)
Emperor I-III (Cuts +5)
Big Boy Boa I-III (Cuts +5)
Bulldog I-II (Cuts +5)
X-Treme (Cuts +5)
Sleepy Time (Cuts +5)
Ace I-II (Cuts +5)
The Beast I-II (Cuts +5)
Zen I-III (Cuts +5)
Licenses Trunks
---------------
Barrera (Cuts +5)
Black Hercules (Cuts +5)
The Bronx Bull (Cuts +5)
Chico (Cuts +5)
Cotto (Cuts +5)
Destroyer (Cuts +5)
Dinamita I-II (Cuts +5)
El Matador (Cuts +5)
El Terrible (Cuts +5)
Executioner (Cuts +5)
The Greatest (Cuts +5)
Hands of Stone (Cuts +5)
The Hitman (Cuts +5)
Irish (Cuts +5)
Jones Jr (Cuts +5)
Kelley (Cuts +5)
Lazcano (Cuts +5)
Left Hook (Cuts +5)
Leija (Cuts +5)
Leonard (Cuts +5)
Lights Out (Cuts +5)
Liston (Cuts +5)
The Magic Man (Cuts +5)
Mighty Mike (Cuts +5)
Mosley (Cuts +5)
Pretty Boy (Cuts +5)
Rapid Fire (Cuts +5)
The Real Deal (Cuts +5)
Robinson (Cuts +5)
Smoke (Cuts +5)
Smokin' (Cuts +5)
Taylor (Cuts +5)
Thunder (Cuts +5)
Winky (Cuts +5)
Low-Style Shoes
---------------
Lo-Tops I-VI (No Ratings Boost)
Lo-Pros I-V (Agility +1)
EA Lo-Pros I-V (Agility +1)
Medium-Style Shoes
------------------
Mid-Tops I-V (No Ratings Boost)
Mid-Pros I-V (Agility +3)
EA Mid-Pros I-V (Agility +3)
High-Style Shoes
----------------
Hi-Tops I-V (No Ratings Boost)
Hi-Pros I-V (Agility +5)
Ea Hi-pros I-VI (Agility +5)
Custom Shoes
------------
EA Champs I-VIII (Agility +5)
Gloves
------
Basic Blue Gloves (No Ratings Boost)
Basic Red Gloves (No Ratings Boost)
Pro Gloves I-III (Speed +1)
Pro Gloves IV-VI (Power +1)
Pro Gloves VII-IX (Speed +3)
Pro Gloves X (Power +3)
"V" Gloves I-II (Power +3)
"V" Gloves III (Power +5)
"V" Gloves IV (Speed +5)
Mouthguards
-----------
Mouthguard (No Ratings Boost)
Single Guard (Chin +1)
Pro Guard (Chin +2)
Double Guard (Chin +3)
Deluxe Guard (Chin +5)
Foul Protectors
---------------
Basic Guard I-II (No Ratings Boost)
Basic Guard III-IV (Body +1)
Pro Guard I (Body +1)
Pro Guard II-IV (Body +3)
Pro Guard V-VIII (Body +5)
Signature Head Punches
----------------------
Back N Straight
Bolo Punch
The Jackhammer
No Hands
Weaving Punch
Signature Body Punches
----------------------
Back N Straight
Bolo Punch
The Jackhammer
No Hands
Weaving Punch
Illegal Head Punches
--------------------
Head-Butt
Back Hand
Elbow Shot
Illegal Body Punches
--------------------
The Low Blow
Knee
Taunts
------
Right Here
Beat Chest
Ali Shuffle
C'mon!
Tap Gloves
Wind Up
Shine Glove
That's Right!
Chicken
Jumpin' Jacks
Cross This Line
One Hand
Wake Me
I'm Scared
Shake
What's With Him
Thinking
Time's Up
Snap!
Wassup?
Zombie
Chest Tattoos
-------------
No Chest Tattoo
Linda
Dragon
Laetitia
Celtic Tree
Nicole
Alpha/Omega
Shanice
Barcode
Nicole's Face
Chi-Rho
Who's Next
Glove On Fire!
Prayer
Jesus
Lucifer
Skull
Tiger Head
Celtic Lion
Virgin Mary
Back Tattoos
------------
No Back Tattoo
Michelle
Ouroboros
East Coast
West Coast
Angela
Desiree
Jessica
The Real Deal
Barcode
Skull
Eagle and Snake
Spider
Everlast
Wolf Face
Crossed Axes
Grim Reaper
Who's Next
Left Arm Tattoo
---------------
No Arm Tattoo
Celtic Cross
Family Crest
Trident
Ichthy's
Shauna
Thorns
Undefeated
Celtic Lion
Triquerta
Eye of Horns
Aum
Jesus
Caduceus
Virgin Mary
Eagle
Right Arm Tattoo
----------------
No Arm Tattoo
Celtic Cross
Family Crest
Trident
Ichthy's
Shauna
Thorns
Undefeated
Celtic Lion
Triquerta
Eye of Horns
Aum
Jesus
Caduceus
Virgin Mary
Eagle
=============================================================================
12. Frequently Asked Questions
=============================================================================
A: What!? I can't get all the trophies!?
Q: Don't start in Featherweight or Heavyweight; they can't get all the
trophies.
-----
A: What does _____ cost?
Q: Look at the fight store, they're usually one or two thousand.
-----
A: How do I unlock _____?
Q: As you play the game and win tournaments/weightclasses, you'll unlock
better stuff.
-----
A: What does age have to do with anything?
Q: In your 30s, your statistics will start to decline and slowly fall. At
65 you're forced to retire.
=============================================================================
13. Credits
=============================================================================
* EA Games for making a great boxing game!
=============================================================================
14. Legal Disclaimer
=============================================================================
This document is Copyright (c) 2005 Andrew "TestaALT" Testa. All Rights
Reserved. This document may not be reproduced or retransmitted in any form
and under any circumstances without the complete consent of the author. It
may not be sold, altered, or published in any way without the advanced
permission of the author. All sources, which have contributed to this
document, are cited and/or credited in some form. The only sites I allow this
document to be viewed at are:
GameFAQs
IGN
If you see this document at any other site please email me as I do not allow
this document to be published at any other sources. Please do not ask me if
you want this document on your website, as the answer will most likely be no.
These terms have become binding once the recipient (or reader) opened this
document. Violation of these terms are strictly prohibited and will result in
a lawsuit. Please do not take these terms as threats and/or not read them as
they are all very much true. I can sue you for an act of plagiarism and will
not hesitate to do so. Thank you for reading this legal disclaimer and have a
nice day!
=============================================================================
15. Contact Info
=============================================================================
Contact me via email (TestaALT@aol.com) or AIM (TestaALT) if you have any
questions, comments, or suggestions about this guide. Just make sure that you
put the game name in the subject line. If you don't, I'll probably delete
you're email thinking it's spam. Also, make sure that the question isn't
answered in the latest version of the document, which can be found at
GameFAQs. Try to ask me legibly, as I can't decipher chickenscratch. For AIM,
just beep me whenever you like. Thanks for reading, and check some of my
other work at:
-> http://gamefaqs.com/features/recognition/23249.html